// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "SpawnHelper.h" #define UE_API CQTEST_API /* //Example boiler plate #include "CQTest.h" #include "Components/ActorTestSpawner.h" TEST_CLASS(MyFixtureName, "ActorSpawner.Example") { FActorTestSpawner Spawner; TEST_METHOD(Spawn_BaseActor_DefaultActorSpawned) { AActor& Actor = Spawner.SpawnActor(); ASSERT_THAT(IsTrue(Actor.GetFName() == NAME_None)); } TEST_METHOD(Spawn_BaseObject_DefaultObjectSpawned) { UObject& Object = Spawner.SpawnObject(); ASSERT_THAT(IsTrue(Object.GetFName() == NAME_None)); } }; */ class UTestGameInstance; /** Class for spawning actors in an ActorTest context(no PIE loaded) */ struct FActorTestSpawner : public FSpawnHelper { FActorTestSpawner() = default; UE_API virtual ~FActorTestSpawner() override; /** Initialize the GameSubsystem for the test world. */ UE_API void InitializeGameSubsystems(); /** Returns a pointer to the test game instance. */ UE_API UTestGameInstance* GetGameInstance(); protected: /** Returns a newly created world. */ UE_API virtual UWorld* CreateWorld() override; private: UTestGameInstance* GameInstance{ nullptr }; }; #undef UE_API